463 lines
20 KiB
Plaintext
463 lines
20 KiB
Plaintext
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;=========================================================================================
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; Base Definition
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;=========================================================================================
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[m_gigant_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
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$spawn = "monsters\old\gigant" ; option for Level Editor
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$npc = on ; option for Level Editor
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$prefetch = 16
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Scheduled = on ; option for ALife Simulator
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Human = off ; option for ALife Simulator
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Health = 1500 ; option for ALife Simulator
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MinSpeed = 1.0 ; option for ALife Simulator
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MaxSpeed = 5.0 ; option for ALife Simulator
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going_speed = 3;4.5 ; option for ALife Simulator
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current_level_going_speed = 3;2 ; option for ALife Simulator
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search_speed = 1.5 ; option for ALife Simulator
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visual = monsters\psevdogigant\psevdogigant
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corpse_visual = monsters\psevdogigant\psevdogigant_dead
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icon = ui_npc_monster_psevdogigant
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MaxHealthValue = 200 ; range [0..200]
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DynamicObjectsCount = 8
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smart_terrain_choose_interval = 00:15:00
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;spawn_phantom = m_phantom_gigant
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can_spawn_phantom = false
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ef_creature_type = 19 ; option for evaluation functions
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ef_weapon_type = 2
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ef_detector_type = 1
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panic_threshold = 0.1
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cform = skeleton ; collision class
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class = SM_GIANT ; AI class
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script_binding = bind_monster.bind
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bone_torso = spine ; bone name
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bone_head = head ; bone name
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bone_fire = head ; bone name
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weapon_usage = 0 ; boolean
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;------------------------------------------------------------------------
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; Influences
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;------------------------------------------------------------------------
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fire_max_distance = 0
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fire_max_power = 5
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fire_linear_factor = 0
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fire_quadratic_factor = 0.025
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psy_max_distance = 0
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psy_max_power = 5
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psy_linear_factor = 0.05
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psy_quadratic_factor = 0
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radiation_max_distance = 5
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radiation_max_power = 0.003
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radiation_linear_factor = 1
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radiation_quadratic_factor = 1
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radiation_pp_effector_name = postprocess_rad
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radiation_sound = detectors\da-2_beep1.ogg, 3.0
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radiation_pp_highest_at = 0.1
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;---------------------------------------------------------------------
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; Physics
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;---------------------------------------------------------------------
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ph_box0_center = 0.0, 0.9, 0.0
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ph_box0_size = 0.6, 0.9, 0.6
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ph_box1_center = 0.0, 0.6, 0.0
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ph_box1_size = 0.40, 0.6, 0.40
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ph_crash_speed_min = 100
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ph_crash_speed_max = 300
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ph_collision_damage_factor = 0.1
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ph_mass = 5000 ;370
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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;---------------------------------------------------------------------
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ph_skeleton_airr_lin_factor = 2.0 ;550.0 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<2D><> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.002 <20><> <20><><EFBFBD><EFBFBD>)
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ph_skeleton_airr_ang_factor = 0.0 ;0.0 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<2D><> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.3 <20><> <20><><EFBFBD><EFBFBD> (0.0*0.3=0.0))
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ph_skeleton_hinger_factor1 = 1.0 ;1.0 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<2D><> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 5.0 <20><> <20><><EFBFBD><EFBFBD>)
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ph_skeleton_ddelay = 15.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>
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ph_skel_fatal_impulse_factor = 12.0
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ph_after_death_velocity_factor= 0.75
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ph_skel_shot_up_factor = 0.25
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;---------------------------------------------------------------------
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;----------------------------------------------------------------------------
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 6.0, 6.0, 1, 1
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Velocity_WalkFwdNormal = 4.2, 4.0, 4.0, 0.1, 2.5
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Velocity_RunFwdNormal = 11.0, 4.0, 4.0, 0.2, 1
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Velocity_WalkFwdDamaged = 2.5, 3.0, 3.0, 0.5, 1.5
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Velocity_RunFwdDamaged = 6.0, 4.0, 4.0, 0.2, 1
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Velocity_Drag = 1.0, 3.0, 3.0, 1, 1
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Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
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Velocity_JumpPrepare = 6.0, 1.0, 1.0, 1, 1
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Velocity_JumpGround = 12.5, 2.0, 2.0, 0.16, 1
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 1.5
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Accel_Aggressive = 15.5
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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MinAttackDist = 1.5 ;2.6 ;0.5
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MaxAttackDist = 2.6 ;3.5 ;3.8
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as_min_dist = 1.5
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as_step = 0.3
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;-----------------------------------------------------------------------
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; Run Attack
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;-----------------------------------------------------------------------
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Run_Attack_Dist = 4.5, 8.0
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Run_Attack_Delay = 3000, 6000
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;-----------------------------------------------------------------------
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DayTime_Begin = 21 ;
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DayTime_End = 5 ;
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Min_Satiety = 0.00055 ;
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Max_Satiety = 0.75 ;
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distance_to_corpse = 1.3 ;
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selector_approach = 20.0,1.0,1000.0,0.0,0.0, 1000.0, 10000.0,
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terrain = giant_terrain
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hit_type = wound
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;----------------------------------------------------------------------------------------
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;Entity Condition
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;----------------------------------------------------------------------------------------
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satiety_v = 0.00001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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radiation_v = 0.00001 ;0.004 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_power_v = 0.001 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_health_v = 0.001 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_critical = -1.0 ;0.25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0..1) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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radiation_health_v = 0.01 ;0.006 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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morale_v = 0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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health_hit_part = 1 ;0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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power_hit_part = 1 ;0.9 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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health_restore_v = 0.00003
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immunities_sect = giant_immunities
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protections_sect = giant_protections
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0.0045 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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wound_incarnation_v = 0.0045 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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min_wound_size = 0.0095
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sleep_health = 1.0 ;1.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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sleep_power = 1.0 ;1.5
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sleep_satiety = 1.0 ;0.8
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sleep_radiation = 1.0 ;1.1
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sleep_psy_health = 1.0
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satiety_threshold = 0.5 ; below this value monster fill hunger
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;----------------------------------------------------------------------------------------
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eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
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eat_slice = 0.001 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> 1 <20><><EFBFBD><EFBFBD><EFBFBD>
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eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD>
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;----------------------------------------------------------------------------------------
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; Morale
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Morale_Hit_Quant = 0.001
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Morale_Attack_Success_Quant = 0.1
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Morale_Take_Heart_Speed = 0.1
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Morale_Despondent_Speed = 0.1
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Morale_Stable_Speed = 0.01
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Morale_Despondent_Threashold = 0.5
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;----------------------------------------------------------------------------------------
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; Sounds
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;----------------------------------------------------------------------------------------
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sound_idle = monsters\giant\giant_breath_ ; giant_idle_
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sound_eat = monsters\boar\boar_eat_
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sound_aggressive = monsters\giant\giant_aggressive_
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sound_attack_hit = monsters\giant\giant_attack_
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sound_take_damage = monsters\giant\giant_hurt_
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sound_die = monsters\giant\giant_death_
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sound_bkgnd = monsters\biting\def_
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sound_threaten = monsters\giant\giant_threaten_ ; boar\threaten_
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sound_landing = monsters\boar\landing_
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sound_steal = monsters\biting\def_
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sound_panic = monsters\biting\def_
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sound_growling = monsters\biting\def_
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sound_die_in_anomaly = monsters\giant\giant_death_
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sound_threaten_hit = monsters\giant\giant_stomp_0
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sound_threaten_start = monsters\giant\giant_attack_0
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---------------------------------------------------------------------------
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SoundThreshold = 0.1 ; range [0..1]
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max_hear_dist = 30
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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idle_sound_delay = 85000
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eat_sound_delay = 3000
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attack_sound_delay = 14000
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sound_distant_idle = ambient\soundscape\mutants\giant\distant_
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distant_idle_sound_delay = 50000
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distant_idle_sound_range = 50.0
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DamagedThreshold = 0.36
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material = creatures\large
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DynamicObjectsCount = 8
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squad_attack_algorithm = 1
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attack_effector = m_giant_attack_effector
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attack_params = m_gigant_attack_params
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step_params = m_gigant_step_params
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damage = m_giant_damage
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threaten_effector = pseudogigant_threaten_effector
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LegsCount = 2
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;species of monster
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species = giant
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rank = 21
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spec_rank = normal
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community = pseudo_gigant
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;-----------------------------
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; step effector
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;-----------------------------
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step_effector_time = 0.5
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step_effector_amplitude = 1.5
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step_effector_period_number = 5.0
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;-----------------------------
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; jump parameters
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;-----------------------------
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jump_delay = 30000 ;3000
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jump_factor = 1.7
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jump_ground_trace_range = 1.4
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jump_hit_trace_range = 3.0
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jump_build_line_distance = 5.0
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jump_min_distance = 5.0
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jump_max_distance = 15.0
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jump_max_angle = 0.3
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|
|||
|
|
|||
|
Anomaly_Detect_Radius = 15.0
|
|||
|
Anomaly_Detect_Time_Remember = 10000
|
|||
|
|
|||
|
HugeKick_Damage = 1.4
|
|||
|
HugeKick_Particles = monsters\gigant_wave
|
|||
|
HugeKick_MinMaxDist = 1,20 ;10, 20
|
|||
|
HugeKick_MinMaxDelay = 7000, 12000 ;10000, 30000
|
|||
|
HugeKick_Time_SlowDown = 2000
|
|||
|
|
|||
|
monster_type = outdoor
|
|||
|
|
|||
|
critical_wound_threshold = -1
|
|||
|
critical_wound_decrease_quant = 0.
|
|||
|
|
|||
|
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
; Vision
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
eye_fov = 120 ;100 ;120
|
|||
|
eye_range = 100 ;40 ;80
|
|||
|
|
|||
|
vision_free_section = giant_vision_free
|
|||
|
vision_danger_section = giant_vision_danger
|
|||
|
|
|||
|
feel_enemy_who_just_hit_max_distance = 350
|
|||
|
|
|||
|
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> visibility_threshold <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>,
|
|||
|
; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>.
|
|||
|
|
|||
|
[giant_vision_free]
|
|||
|
min_view_distance = 0.3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
|||
|
max_view_distance = 1.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
|||
|
visibility_threshold = 200.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
time_quant = 0.001
|
|||
|
always_visible_distance = 0.05
|
|||
|
decrease_value = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
velocity_factor = 0.5
|
|||
|
luminocity_factor = 0.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
transparency_threshold = 0.25
|
|||
|
|
|||
|
[giant_vision_danger]
|
|||
|
min_view_distance = 1.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
|||
|
max_view_distance = 2.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
|||
|
visibility_threshold = 200.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
always_visible_distance = 0.05
|
|||
|
time_quant = 0.001
|
|||
|
decrease_value = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
velocity_factor = 0.5
|
|||
|
luminocity_factor = 1.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
transparency_threshold = 0.25
|
|||
|
|
|||
|
[giant_protections]
|
|||
|
skin_armor = 0.5
|
|||
|
hit_fraction_monster = 0.2
|
|||
|
|
|||
|
;=========================================================================================
|
|||
|
; Damage Params
|
|||
|
;=========================================================================================
|
|||
|
|
|||
|
[m_giant_damage]
|
|||
|
;bone_name = <hit_scale>,-1,<wound_scale>
|
|||
|
;<hit_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
|||
|
;<wound_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
default = 0.5, -1, 0.1
|
|||
|
|
|||
|
tail = 0.5 , -1, 0.08
|
|||
|
spine = 1.5, -1, 0.05
|
|||
|
hip = 0.9, -1, 0.08
|
|||
|
head = 0.75, -1, 0.04, 10
|
|||
|
|
|||
|
;=========================================================================================
|
|||
|
; Attack Animation Params
|
|||
|
;=========================================================================================
|
|||
|
[m_gigant_attack_params]
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
|
|||
|
;---------------------------------------------------------------------------------------------------------------------------------------------
|
|||
|
;Bite
|
|||
|
stand_attack_0 = 0.25, 1.9, 75, 0.5, 1.0, 0.5, -0.8, 0.8, -1.8, 1.8, 2.6
|
|||
|
;Left leg Strike
|
|||
|
stand_attack_1 = 0.40, 2.05, 100, 5.0, 2.5, 4.0, -0.6, 0.6, -1.8, 1.8, 3.2
|
|||
|
;Bite2
|
|||
|
stand_attack_2 = 0.25, 1.9, 75, 0.5, 1.0, 5.0, -0.8, 0.8, -1.8, 1.8, 2.6
|
|||
|
stand_attack_run_0= 0.5, 2.10, 180, 0.5, 1.0, 5.0, -0.6, 1.3, -1.8, 1.8, 3.3
|
|||
|
jump_attack_1 = 0.1, 2.35, 1550, 0.5, 1.0, 5.0, -1.0, 1.3, -1.6, 1.6, 5.5
|
|||
|
|
|||
|
;=========================================================================================
|
|||
|
; Attack Effector
|
|||
|
;=========================================================================================
|
|||
|
[m_giant_attack_effector]
|
|||
|
duality_h = 0.05;0.01
|
|||
|
duality_v = 0.08;0.01
|
|||
|
blur = 0.01
|
|||
|
gray = 0.5
|
|||
|
noise_intensity = 0.0
|
|||
|
noise_grain = 1
|
|||
|
noise_fps = 30
|
|||
|
color_base = 0.65,0.15,0.1
|
|||
|
color_gray = 0.333,0.333,0.333
|
|||
|
color_add = 0,0,0
|
|||
|
time = 1.5
|
|||
|
time_attack = 0.05 ; fade in
|
|||
|
time_release = 0.65 ; fade out
|
|||
|
|
|||
|
; camera effects
|
|||
|
ce_time = 0.85 ;time
|
|||
|
ce_amplitude = 25.0;15.0
|
|||
|
ce_period_number = 3.0
|
|||
|
ce_power = 3.0 ;0.7 ; power
|
|||
|
|
|||
|
;=========================================================================================
|
|||
|
; Step Params
|
|||
|
;=========================================================================================
|
|||
|
[m_gigant_step_params]
|
|||
|
;------------------------------------------------------------------------
|
|||
|
; anim Cycles| time1 | power1 | time2 | power2 |
|
|||
|
;------------------------------------------------------------------------
|
|||
|
stand_walk_fwd_0 = 1, 0.5, 1, 0.1, 0.7
|
|||
|
stand_walk_fwd_dmg_0= 1, 0.2, 1, 0.25, 0.7,
|
|||
|
stand_steal_0 = 1, 0.2, 1, 0.5, 0.7,
|
|||
|
|
|||
|
|
|||
|
;=========================================================================================
|
|||
|
; Threaten Effector
|
|||
|
;=========================================================================================
|
|||
|
[pseudogigant_threaten_effector]
|
|||
|
duality_h = 0.1 ;0.31
|
|||
|
duality_v = 0.1 ;0.31
|
|||
|
blur = 0.01
|
|||
|
gray = 0.3 ;0.5
|
|||
|
noise_intensity = 1.0
|
|||
|
noise_grain = 0.2
|
|||
|
noise_fps = 30
|
|||
|
color_base = 0.3,0.2,0.2 ;0.1,0.15,0.4
|
|||
|
color_gray = 0.333,0.333,0.333 ;0.333,0.333,0.333
|
|||
|
color_add = 0.0,0.0,0.0
|
|||
|
time = 2.0 ;1.5
|
|||
|
time_attack = 0.1 ;0.5 ; fade in
|
|||
|
time_release = 0.3 ; fade out
|
|||
|
|
|||
|
; camera effects
|
|||
|
ce_time = 1.7 ;1.5
|
|||
|
ce_amplitude = 6.0
|
|||
|
ce_period_number = 20.0
|
|||
|
ce_power = 1.3 ;0.7
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; TERRAIN
|
|||
|
;===========================================================================
|
|||
|
[giant_terrain]
|
|||
|
255,000,255,255
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; IMMUNITIES
|
|||
|
;===========================================================================
|
|||
|
[giant_immunities]
|
|||
|
burn_immunity = 0.44 ; = 0.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
strike_immunity = 0.01
|
|||
|
shock_immunity = 0.76 ; = 0.01
|
|||
|
wound_immunity = 0.05
|
|||
|
radiation_immunity = 0.0
|
|||
|
telepatic_immunity = 0.0
|
|||
|
chemical_burn_immunity = 0.01 ; = 3.0 ; = 0.1
|
|||
|
explosion_immunity = 0.12
|
|||
|
fire_wound_immunity = 0.1
|
|||
|
|
|||
|
;---------------------------
|
|||
|
[gigant_normal]:m_gigant_e
|
|||
|
$spawn = "monsters\gigants\gigant_normal"
|
|||
|
visual = monsters\psevdogigant\psevdogigant_big
|
|||
|
corpse_visual = monsters\psevdogigant\psevdogigant_big_dead
|
|||
|
icon = ui_npc_monster_psevdogigant
|
|||
|
rank = 20
|
|||
|
spec_rank = normal
|
|||
|
community = pseudo_gigant
|
|||
|
|
|||
|
|
|||
|
[gigant_strong]:m_gigant_e
|
|||
|
$spawn = "monsters\gigants\gigant_strong"
|
|||
|
visual = monsters\psevdogigant\psevdogigant_big
|
|||
|
corpse_visual = monsters\psevdogigant\psevdogigant_big_dead
|
|||
|
icon = ui_npc_monster_psevdogigant
|
|||
|
rank = 30
|
|||
|
spec_rank = strong
|
|||
|
community = pseudo_gigant
|
|||
|
MaxHealthValue = 1.25 ; range [0..200]
|
|||
|
|
|||
|
[gigant_weak]:gigant_normal
|
|||
|
;$spawn = "monsters\gigants\gigant_weak"
|
|||
|
;visual = monsters\psevdogigant\mini_psevdogigant
|
|||
|
;corpse_visual = monsters\psevdogigant\mini_psevdogigant_dead
|
|||
|
;icon = ui_npc_monster_psevdogigant
|
|||
|
rank = 10
|
|||
|
spec_rank = weak
|
|||
|
community = pseudo_gigant
|
|||
|
MaxHealthValue = 0.75 ; range [0..200]
|